Sundering the Gods

Come Heavens or come Hells,
upon the Eve of Snows,
war will rage.

Combat
Blood & Glory

Combat Charts are currently in rewrite, with some changes to simplify and clarify results.

 

Rather than show you the charts that are the heart of combat we will discuss the information and its format on the Charts. 

Combat within the SCRPG is handled primarily by two charts, both of which rely upon D100 rolls to determine results. The first is the To Hit Chart, which tracks the (usually) nonlethal Vitality Damage and the Quality of the hit as it falls into the Damage Category of the item dealing the blow. These Damage Categories range from Tiny (blowdart) to Monumental (boulder), with weapons tending to fall within one of the following: Light, Modest, Formidable, Serious, Strong and Heavy. Most common handheld weapons range from Modest to Serious. In total there are 11 Damage Categories, with all results above "0" and not Fumbles, being a hit.

Hit Chart Results

When a Player attacks the result on the To Hit Chart will look something like this:

19SH(+3)

The number "19" is the base amount of Vitality Damage done, the "SH" is the Hit Quality (in this case a Solid Hit) and the "(+3)" represents the Hit Severity Modifier. 

There are five degrees of Hit Quality: Light, Solid, Heavy, Massive and Devastating, and not all weapons are capable of the high end Hit Qualities.

 Hit Severity Results

Now that we have rolled our To Hit and determined that we managed a Solid Hit(+3) we flip to the Hit Severity Chart and roll D100 again, and in this example we roll a 90. First we glance at the number we rolled in the Wound Roll Column and find that we have landed a blow to the Neck of our opponent. Then we slide over to the Solid Hit column and find that our hit there reads "MW 0BF 3L-11". However, we are not done yet. We still have that pesky "+3" to deal with. That +3 is in actuality shorthand for +2/+1, the +2 being the modifier for "large" body parts and the +1 for "small" body parts. I will explain this further below.

But for now, just realize that the neck is considered a small body part, so assuming that the weapon makes no adjustments to the Severity Roll and that the opponent isn't wearing armor on his neck, we count up 1 Severity Ratings on the Neck, to find the final result:

MW 1B 3L-10

What does that mean? Firstly, the "MW" means Modest Wound, nothing that will require serious healing attention. The "1B" refers to Balance, which in this case is a positive number, so unless the weapon type lowers this to zero or less, the opponent's Balance is affected (pending a Resistance Roll). "3L-10" means that the opponent takes three points of Life Damage, and has a -10 Bleeding Factor (an area of combat under refinement with a few rules changes), which means that the weapon needs a Bleed Factor of +11 or more in order to cause bleeding. Generally speaking, common weapons will require some magical enhancement to gain a +11.

For examples sake, let's say our attacker is wielding a two-handed sword (+5 to balance damage) which has an enchant that increases bleeding, making it a total of +11. Now the adjusted attack would result in MW 6B 3L+1, or a "Moderate Wound that potentially knocks the opponent off Balance by 6, causing 3 Life Damage and bleeding at 1 per round." 

Balance Resistance

 

 

TO BE CONTINUED AFTER REWRITE OF CHARTS

Background Art by Jon Gibbons

© 2018 L. James Rice